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Diffstat (limited to 'manuals/chickadee/Buffers.html')
-rw-r--r-- | manuals/chickadee/Buffers.html | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/manuals/chickadee/Buffers.html b/manuals/chickadee/Buffers.html index e5652c3..06b156a 100644 --- a/manuals/chickadee/Buffers.html +++ b/manuals/chickadee/Buffers.html @@ -85,7 +85,7 @@ ul.no-bullet {list-style: none} Next: <a href="Shaders.html" accesskey="n" rel="next">Shaders</a>, Previous: <a href="Rendering-Engine.html" accesskey="p" rel="prev">Rendering Engine</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p> </div> <hr> -<span id="Buffers-1"></span><h4 class="subsection">2.3.13 Buffers</h4> +<span id="Buffers-1"></span><h4 class="subsection">2.3.14 Buffers</h4> <p>Alright, let’s brush aside all of those pretty high level abstractions and discuss what is going on under the hood. The GPU exists as a @@ -183,7 +183,7 @@ for each attribute. <p>With the vertex array created, the GPU is now fully aware of how to interpret the data that it has been given in the original buffer. Actually rendering this square is left as an exercise to the reader. -See the <a href="Shaders.html">Shaders</a> section and the <code>gpu-apply</code> procedure in +See the <a href="Shaders.html">Shaders</a> section and the <code>shader-apply</code> procedure in <a href="Rendering-Engine.html">Rendering Engine</a> for the remaining pieces of a successful draw call. Additionally, consider reading the source code for sprites, shapes, or particles to see GPU buffers in action. @@ -341,7 +341,7 @@ single number </li></ul> <p><var>divisor</var> is only needed for instanced rendering applications (see -<code>gpu-apply/instanced</code> in <a href="Rendering-Engine.html">Rendering Engine</a>) and represents +<code>shader-apply/instanced</code> in <a href="Rendering-Engine.html">Rendering Engine</a>) and represents how many instances each vertex element applies to. A divisor of 0 means that a single element is used for every instance and is used for the data being instanced. A divisor of 1 means that each element is |